samcake
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d2a15ca82c
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Trying to migrate to a light array instead of each individual lights
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2016-09-02 17:51:35 -07:00 |
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samcake
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2fbdb22493
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Cleaning up the lighting with the simpler approach where emissive and lightmap is displayed on forward
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2016-07-08 18:14:05 -07:00 |
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samcake
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37f7596183
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Trying to unify the shaders with/without scattering eve more but found a scribe bug. REnder emissive and lightmap during forward pass
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2016-07-08 09:04:10 -07:00 |
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samcake
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fff2a9a5a2
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REfactoring the shading functions interface to account for scattering
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2016-07-07 21:16:28 -07:00 |
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samcake
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9a604d0ede
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Bringing Beckmann specular to the lighting
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2016-06-30 19:03:24 -07:00 |
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samcake
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0c882832bf
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Bringing the Scattering type to the pixels and having a different shading during the lighting pass (for global right now)
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2016-06-20 17:58:35 -07:00 |
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samcake
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904efc8076
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SPlitting appart the DeferredLIghting Effect
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2016-06-17 09:31:32 -07:00 |
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samcake
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350f06465d
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Introducing the deferredFRameTransform to DeferredLighting Effect and simplifying the rendering!
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2016-06-16 18:28:08 -07:00 |
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samcake
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1dca62f752
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Introducing a new technique for normal packing and fixing a bug on the normal buffer format
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2016-06-01 17:51:53 -07:00 |
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samcake
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8ec280535b
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FIx bad roughness value read from the deferred buffer
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2016-05-17 11:13:34 -07:00 |
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samcake
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f1b236f3be
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adding the DeferredBUfferRead.slh
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2016-05-04 18:51:35 -07:00 |
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